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The following features have been successfully implemented. Note: not all features will be available in the downloadable version. See readme for details.

• Intersection acceleration
  - SAH KD-tree intersection acceleration
- Octree intersection acceleration
• Illumination acceleration
  - Irradiance Caching
- Irradiance Gradients
- Stratified sampling
- Fully deterministic Quasi-Monte Carlo sampling
• Maps
  - Bump and normal mapping
- Diffuse reflectance
- Specular reflectance 
• Reflectance shaders
  - Iridescent
- Perlin noise (base class)
- Grid
- Checkerboard
- Noise
• Image-based Lighting (IBL)
  - Support for Radiance HDR standard
- Light probe to constellation using median cut method
• Photon mapping
  - Caustic photon map
- Diffuse photon map with final gather
- Volume photon map
- Projection maps - NEW
- Pre-computed irradiance - NEW
• Participating Media
  - Single scattering using ray marching
- Multiple scattering (GI) using photon mapping
- Support for inhomogeneous volume datasets
• Multi-threading - NEW
  - Takes full advantage of multi-processor and multi-core machines such as the Intel Core Duo
 
• Geometric primitives
  - Polygon mesh
- Menger Sponge
- Plane
- Sphere
- Metaballs
• Material primitives
  - Perfect specular
- Phong
- Opaque Lambertian
- Dielectric
• Dielectrics
  - Rapid BSSRDF translucency
- Perfect specular transmission
- Spectral dispersion
- Attenuation/tinting using Beer's law
- Phong scattering for psuedo-translucency
• Cameras
  - Pinhole
- Thin lens (for DOF blur)
- Configurable aperture for custom Bokeh effects
• Light sources
 

- Point
- Planar area
- Spherical area
- Black body
- Image-based lights (see left)
- Uniform skylight
- Analytic daylight model
- Emission maps - NEW

• Output formats
  - .HDR (Radiance High Dynamic Range)
- .PNG (Using LibPNG)
- .BMP
• Tone Mapping and Post Processing - NEW
  - Reinhardt tone mapping
- Exposure, gamma and contrast
- Colour temperature
   


The following features are currently in development:

• Conversion of internal colour space to CIE 1931 (XYZ and Yxy) with custom output mapping to sRGB, Adobe RGB etc.
• Integration with Aqueus for volume rendering of fluid flow
• Support for OpenEXR

 


The following features are due to be implemented in the future:

• NlogN time KD-tree construction
• Network rendering
• BSSRDF translucency using the photon map
• Metropolis Light Transport/Energy Redistribution Path Tracing (requires a major overhaul to the internal architecture)
• Scriptable shader system
• Ward anisotropic shader
• 3DS file importer
• Higher order surfaces
• Fur shading
• Much more...

 


Is Igneus available for testing?
Not just yet, but it hopefully soon should be.

Will the source code also be made available?
No. Because Igneus is part of my PhD research, it contains proprietary algorithms which I do not wish to be made public at this time. The source code may be released at a much later date when all my research is complete, however. In the mean time, check SourceForge for a list of open-source ray tracers and renderers.

I want to write an Igneus exporter for Blender / 3DSMAX / Maya / XSI etc. How do I do that?
Igneus uses 3DStudio MAX's ASCII-based format to import geometry, materials, lighting, cameras and other objects. An additional XML-based definition file specified additional settings not support by MAX (for example, photon map config data). If you would like to write an exporter then it would be best to export geometry data to the ASCII format (details of which are freely available), then to export additional params to an XML configuration file. Precise details on the format of this file will be available in the documentation section.

Is Igneus unbiased?
No. Igneus employes biased techniques such as photon mapping and irradiance caching which are on the whole much faster than unbiased techniques such as MLT. The downside to this is that certain complex lighting effects are not rendered as accurately. It is possible to override the path tracer to render a completely unbiased image, however the rate of convergence would be extremely slow.

Why call your renderer Igneus?
Igneus is latin for fiery or ardent. Since ray tracing simulates light, I liked the idea of my renderer being named after something bright and glowing.